Hi, I am scratching my head over this one. I think I’ve rejiggered about every setting short of editing glyphs. Raster, raster hinted, changing things in Face Info to integers, different font sizes, exporting the atlas, building new font assets, you name it.
I have this free bitmap font: Silkscreen Font | dafont.com
I’m trying to get a TextMesh Pro UI to display text from that font onscreen. Right now I’m just trying to get the glyphs rendering correctly. It looks like the atlases are sometimes wrong for starters. Here’s one from a 16px version, flipped vertically, inverted, and zoomed in (using Aseprite) so you can see it. Check out the M, N, X, and W.
What I’m noticing in the Unity Editor upon zooming in and overlaying with a 1x1 translucent grid is that certain glyphs are being built with an incorrect width, which alters the character’s subpixel width, which pushes the subsequent characters forward / backward.
The 1 pixel wide ascenders in letters like I and T are sometimes-but-not-always rendering as 2 pixels wide in an 8 px version of the same font. Here’s an example of them being too wide, which messes with positioning.
The texture atlas for them looks fine.
You can see what I mean about the widths in the screenshot below. The characters kind of float around horizontally and it seems to always happen following a chopped character. They don’t float vertically, that is correctly sized.
Here are the Inspectors for the font assets.
So… help! Am I hitting a bug? Am I doing something wrong? Is the font busted?